• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Parasoul Tips and Tricks Thread: post tips and tricks that YOU see

Dime

The power of BEAT EXTEND
Joined
Sep 3, 2013
Messages
2,563
Reaction score
764
Points
113
Age
47
Painwheel Big Band Fukua
Of course this is a blatant reproduction of nuuances excellent tips threads. Parasoul has nothing like this that ive seen, yet has some of the most esoteric play in the entire game.


So a tip to start this off that is an oldy but goody for any advanced parasoul... J.lp chain option select:


Dash, j.lp on the way up, immediately call a lockdown assist such as pw cr.mp or lk bomber or cerecopter, immediately press j.hp.

What happens:

If the opponent got hit by the j.lp, then they will also get hit by the j.hp and the assist and get combod.
IF THE OPPONENT STAYED ON THE GROUND then parasoul j.lp will wiff and no j.hp will come out, but her assist will come out and lockdown the opponent.

This is far from foolproof as the opponent can wiff punish the j.lp and can also tripguard parasoul as she comes down and get a happy birthday on her and her assist... But used smartly the positives outweigh the detractors. This allows parasoul to play even more offensively with a lockdown assist since this gives pressure against an aerial opponent as well as a ground based one.


The biggest detractor to this is that there is no real way to not make the button input for this awkward. There are many ways to do this pattern but i personally find that setting my 8 button joystick to have 2 assist buttons and using my index finger to press j.lp, my pinky to press assist 1 and my ring finger to press j.hp is the easiest way for me.

This one tip turns parasoul into a goddess of offensive destruction, have fun for those that havent yet used this.

Also know that the primary way to beat this is to outrange it... Which funnels people into parasouls tear game... So its really the gift that keeps on giving... Just make sure to be careful with abusing it too hard, it isnt unbeatable by any means.
 
  • Like
Reactions: ClarenceMage
So, the dirtiest throw reset that I never see anyone do anymore: Do a ground chain ending in lp.Shot, then dash forward and backthrow. You can use roman cancel soldier to make it easier, but the tear will explode and knock them up higher, but with really short recovery. You can immediately jump and air throw. Double throw resets are dirty
 
Good stuff^^^ im working on some tear explosion resets right now actually and knowing that one gives me some more ideas to try out.

Another tip though I'm not really sure it belongs in a tips section... May as well put it in:


Lp shot, lk pillar


First saw this in one of poccolas old vids and have been using a lot since then, has a lot of utility for pressure, especially with assists used in conjunction.

Basically its the fastest and only guaranteed way to put pressure on the opponent whether they block, get hit, or pushblock a ground tear shot. Lk pillar will explode the tear and give parasoul a slight frame advantage to do stuff such as dash in or give assist pressure.

Not game changing, but one of those little things that add up. Especially good after point blank mp tear shot into pillar since parasoul is technically disadvantaged, the opponent might stick something out and get clipped by the explosion pillar explosion.
 
  • Like
Reactions: ClarenceMage
Remember that you can cancel whiffed aerials with tear toss. Not only does it reduce the cool down of something like j.LP if it misses, but you can do a second aerial on the way down and even trigger the tear you just placed in a single non-super jump.
 
Fast fall j.2mk after air tear toss, useful against certain zoning patterns and teams, and just a good way to stay mobile while placing tears.

Normals to detonate tears after air tear toss in general, helps to stop approaches from various characters (tumble run, airdashing, airball, flight, w/e) without having to commit to mp shot. Super easy to confirm from.

Sj.hk to jetpack over zoning.
 
  • Like
Reactions: Dime
I thought the bike lost it's hitbox if parasoul gets hit during the recovery animation? That's why you cancel bike into sniper
 
Look at the inputs. It is canceled into super, but she was hit during the frames before the flash.
 
Does anybody have any setups for using tears as frame traps? I've been messing around in training mode and coming up blank but I think it's a concept that could be really strong.

Just to clarify what I mean by that: a combo that involves putting a tear/napalm shot out, not detonating it, and then continuing the combo to eat up some time on the natural detonation of the tear. Then stopping right before the explosion with something that would be safe on hit and leaving enough of a gap to catch them hitting a button with the tear exploding to start a new combo off of.

The problem I keep facing is that so many of her normals detonate tears so, while the frame trap tear is out, you're limited to LP LK MK and HK buttons.
 
Yeah!! Like that!!
 
4HK xx M.Tearshot on block is a true blockstring that leaves you -2 point blank and places a Tear
4HK xx M.Tearshot on hit has the Tearshot whiff under the opponent, allowing you to pick up with OTG s.MP

Is safe on block, doesn't need Egret, and saves you some normals and Undizzy compared to [4HK xx L.Tearshot, s.LP s.MP, Dash s.LK]

Works on all but BBand, who is too fat to have the Tear whiff under him
 
Last edited:
^^thats a great tip.
 
After crumple with silent scope, j.214K tear toss, j.HP (tear detonates) works as a safejump.

At full-screen, if your napalm shot detonates another tear... HK Egret + Snipe shot leads into a combo.

I'm also interested in how people are using tears, such as setting tears and detonating them with normals to extend your range or to pressure more safely. It's something I haven't seen a lot of so I'm curious to know what people are doing.
 
Because there's no where to really put this and people might not know this for some reason?

Remember that holding your toss decides on where it lands.

Just pressing Lk tear will put it on the ground, but if you hold then release, it will stay in the air.

So on and so forth with the other tears.

@NotSmokey I personally put one mk tear near the ground, one lk tear in the air, and one hk tear above me, and depending on how they come at me, I'll decide between j.mp, j.hp. and cr.mp.
 
  • Like
Reactions: NotSmokey
I was looking for alternative ways to confirm off assists like hornet bomber/LnL from a distance other than pre-emptively dash-jumping or HK Egret Call, this is what I came up with. I'm not certain how useful it is, but here it is all the same!


This can actually be performed from a slightly longer distance than shown in the video. I think against lighter characters you have to delay the Silent Scope slightly to make it re-stand, but I haven't tested it much.

If there's a much easier way to confirm off MK Bomber etc [EDIT] from a distance and without moving in very early, more easily than this, I'd be glad to know.
 
Last edited:
  • Like
Reactions: gllt
I just dash twice... Easy confirm.
 
Perhaps I wasn't clear, but the point was for something that can be done fairly late. If you're dashing twice you have to do that pretty early, don't you?
 
Perhaps I wasn't clear, but the point was for something that can be done fairly late. If you're dashing twice you have to do that pretty early, don't you?


Somewhat early... But not preemptively depending on range:

If i jumped backwards and called mk bomber, then i usually have to dash very quickly just as i hit the ground. If i was on the ground right next to my bomber, then usually i have a good amount of time to see the bomber hit before i commit to a dash... I think. I do know that I'm confirming the first hit though.

Dont really know how im doing that, but seems easy in game. I'm probably pre confirming somehow. Ie seeing that my opponent will be hit before the bomber even hits them.
 
Perhaps I wasn't clear, but the point was for something that can be done fairly late. If you're dashing twice you have to do that pretty early, don't you?
Wouldn't you rather bike?
 
Wouldn't you rather bike?

I'm not sure if I've unintentionally made things ambiguous, but I thought that

other than pre-emptively dash-jumping or Egret Bike

was reasonably clear. I've used the bike or just dashing twice as a way to combo off MK Bomber but in my experience both of these options have to be done quite early (anticipation) and to be in position. What I am looking for is a way to combo on those RARE occasions (and I admit it's very niche) from MK Bomber when you're potentially out of position or unprepared.
 
I'm sorry, I thought you mean bike super.

I have zero Idea what Parasoul's move names are called besides Egret Charge, Silent Scope, Shot, Pillar and Quake.
 
Neither do I, so that is probably my fault for not using correct terminology. I'll correct that.
 
A simple incoming character mix-up in the corner. It crosses under, but when blocked the opponent remains in the corner.

 
  • Like
Reactions: gllt and fastturtle
Dunno how well known this is, don't think I saw anyone do it before~

What to do when using s.HPx2 starter and landing a Happy birthday?
Tearshot combos in general don't work, as the tear either hits the point or the assist and uncombos on the respective other character.

s.HPx2 xx Sniper combos on the point while the enemy's assist just leaves.
This kinda confused me, as raw Sniper connects against Assists if they sit on top of the point character - so it DOES connect on them, but doesn't combo in this scenario.
So I asked Mike~ annnd..
Sniper behaves that way due to the Super hitstop only triggering on point characters; so s.HPx2 is a combo vs point but not vs assists.

So what you do is [s.HPx2 xx M.Pillar xx Snipe] -
Hitstun on the Quake is long enough for Snipe to combo without superstop*, meaning this will connect on both point+assist,
and from there on you get to pick up the crumple with dash into things and can get a proper Happy Birthday combo off.

* I'll call it this from now on because hitstop is something else and superstop sounds pretty cool
 
  • Like
Reactions: fastturtle
Does Parasoul still have a mid screen assist kill? I was practicing them with my other characters and remembered that Parasoul's old mid screen double snap was patched out.
 
It's probably tricky to setup but I imagine you can use cr.lk cr.hp j.mk spiral flare and repeat that as long as you're crossing the corpse up when you're airborne. I think I remember seeing something using the back of j.hp's hitbox too.
 
Try that against a recording of a Parasoul alternating between H shot and L shot. You'll notice that you have to not auto pilot the cmk and have to actually wait and see what they are doing, which can be very damaging when your opponent knows you'll do this and get a free jumpin (doing pillar/canceling the cmk into pillar doesn't exactly help either in the para mirror).

You'll also notice that this is completely vulnerable to tear toss, and that havnig a tear on top of you when you try this is a very bad idea.

It's a cute gimmick, and Para cmk is useful to low profile a lot of things, but it isn't a big help at all if the opponent is a step above in their thinking beyond "Just throw fireballs idk". You're almost better off just using the Egret Dive.

EDIT: To add onto this, Lethalmind also certainly seems to use this from here against double, maybe to bait Double into doing car (so then you could reaction pillar).
 
Last edited:
Try that against a recording of a Parasoul alternating between H shot and L shot. You'll notice that you have to not auto pilot the cmk and have to actually wait and see what they are doing, which can be very damaging when your opponent knows you'll do this and get a free jumpin (doing pillar/canceling the cmk into pillar doesn't exactly help either in the para mirror).

You'll also notice that this is completely vulnerable to tear toss, and that havnig a tear on top of you when you try this is a very bad idea.

It's a cute gimmick, and Para cmk is useful to low profile a lot of things, but it isn't a big help at all if the opponent is a step above in their thinking beyond "Just throw fireballs idk". You're almost better off just using the Egret Dive.

EDIT: To add onto this, Lethalmind also certainly seems to use this from here against double, maybe to bait Double into doing car (so then you could reaction pillar).
My point is that hp shot x n is trivial to beat and no Parasoul mirror should lead to that if both players know what's up, contrary to what a lot of people seem to think
The video is simply a demonstration, and obviously does not reflect what would actually happen in a real match.

You can also do stuff like pbgc c.mk to beat blockstrings ending in napalm shot, or dash up c.mk to beat someone trying to keep you out with them
 
Here's a thing if anyone besides me is crazy enough to use brass instead of beat extend, and also crazy enough to attempt zoning instead of a combo after landing a hit

Should work at any point in a combo if you haven't used j.mp, j.lk, hk, or tear shot outside of chain 1
You can't be too close to the corner or they won't be sent fully fullscreen and you'll probably get a way more practical wallbounce instead of this thing
 
It isn't exactly uncommon knowledge, but at the same time, I feel a lot of people aren't aware of how lenient kara cancels can be in this game? Either way, this thread had me thinking about just how to use this to our advantage.


Maybe there are even better uses.
 
Last edited:
I can't for the life of me throw a tear after hard punch
 

I hope you have an assist like M Bomber because you'll get punished if you don't have meter or a good lockdown assist.
Also, It can crossup or not crossup. Who knows! (Maybe I'll grab you if I've done it already...)
 
if you hit a tear with j.mk you have the option to float or not float. if you hit an opponent and a tear at the same time with j.mk you auto float no mater what. if you want to get to the ground quicker in this situation do j.4lk after j.mk so you don't get the upward momentum and you don't hit the opponent with any unwanted attacks.
 
Last edited:
Hey, I got a trick! Look at me!
 
  • Like
Reactions: Dime
So, what I'm taking from this that it's possible to button dash while holding down as long as the dash cancels the end of the first dash?
Technically speaking we should be able to dash forward and backward while doing this as well... Will have to try this out when I get back to my computer.
 
I suspect the period during which you can button dash while holding down is until the brief crouch animation ends
(Forward dashes do not cancel into more forward dashes)